#making-mods-general

1 messages · Page 274 of 1

craggy cape
#

anyways couldnt i use the fromarea/toarea snippet for the whole trash sprite+debris?

jagged sun
#

Is it hard to make mods?

gray bear
#

that can only do a rectangle

craggy cape
#

well, it is rectangularly cropped so..

jagged sun
rigid musk
#

You gotta give people time to type 😭

gray bear
#

if you do one patch it'll be like this

urban patrol
jagged sun
#

I want to make mod where I can have 3 children. I want two of them to stay toddlers (like currently) and third child to stay baby in the crib forever

craggy cape
rigid musk
#

You can also commission people if you don't want to make it yourself

#

!commissions

ocean sailBOT
gray bear
#

wait actually, you're only coverting the trash can.

gray bear
#

just do "PatchMode":"Overlay" and it'll be fine

craggy cape
#

ahh oke

rigid musk
#

I know there's mods that let you have multiple children but I don't know if you can have one that lets the kid stay in the crib forever

jagged sun
#

There is none for them to stay baby forever

uncut viper
#

not without C#

rigid musk
#

(it's certainly possible but probably with C#)

lucid iron
#

Eternal baby...

vernal crest
#

I'd just make the third kid a map patch lol

rigid musk
#

Eternal baby heh

jagged sun
#

Wait wait how??

rigid musk
#

Map Tile Baby

jagged sun
#

How ?

#

What is that?

lucid iron
#

Patching the crib sounds doomed though

rigid musk
#

The crib is already cursed isnt it

gray bear
#

i fear the crib

urban patrol
jagged sun
#

Guys will you help me to have a baby forever?

spiral lion
#

Thanks everyone!!! The door and the warp works now ❤️

gray bear
jagged sun
lucid iron
#

But anyways Brianna I have a mod that let you have 3 kids but the configs r actually more about having them grow up faster than normal

urban patrol
#

you would have to make it or pay someone to make it

jagged sun
lucid iron
#

Not about freezing any kids age

jagged sun
#

Is it possible somehow to freeze their age?

lucid iron
#

I'm not convinced about the merits of this feature honestly but feel free to make your case

rigid musk
#

Not without C#

jagged sun
#

What is C#?

rigid musk
#

Code language

lucid iron
#

Otherwise u can fork me mod to make it do what you want (it's MPL)

jagged sun
rigid musk
#

If they don't know what C# is they probably don't know what that even means Chu

jagged sun
#

I dont

rigid musk
#

You would have to do a lot of learning and studying for it

jagged sun
#

Oh

#

Which mod allows you to have multiple children?

lucid iron
#

It means make a new version based on my work, im saying it's fine to donit

jagged sun
#

Idk how

spiral lion
#

The only remaining issue is the DefaultArrivalTile. Does anyone see an issue or know another way to make it? 🙂

rigid musk
#

Your 'easiest' solution would either be to pay someone to do this for you, or to learn how to make map patches for that crib option

lucid iron
#

Wip that's probably not releasing until after 1.6.16

gray bear
#

how many kids does this allow for chu

jagged sun
#

Guys which mod allows you to have multiple children?

lucid iron
#

Infinite

gray bear
urban patrol
rigid musk
#

infinite children sounds like a nightmare

lucid iron
#

But u do have to wait for kid to grow up

gray bear
#

which takes a month

lucid iron
#

And uh im pretty sure their pathing explodes after like 10

jagged sun
#

I want 3 children and one to stay as a baby

gray bear
#

half of which they be sleeping

spiral lion
#

I saw that message but do not understand it hehe...
(2) default arrival tile is used for a handful of debug commands
and basically isn't used otherwise

lucid iron
#

Nah there's configs to change the days required

gray bear
jagged sun
#

Guys someone said that there is a mod to have 3 children. How is that mod called?

gray bear
#

might download it just for that tbh

gentle rose
#

guys, I think we should take a step back and start from the beginning. Have More Kids allow you to have however many kids you want, Brianna, but they won't stay a baby forever. To make one of them a baby forever, you would need to learn how to use something called C#, learn how to use something called Content Patcher, or pay someone to do it.

lucid iron
#

You can try the beta build if u want, it should be stable now

#

The other thing it does is custom kids

spiral lion
rigid musk
#

Lmao I was just typing the same thing Iro

jagged sun
#

I download mods from nexus

gray bear
rigid musk
gray bear
#

u can download mods from github it's the same thing really

rigid musk
#

the default arrival tile has nothing to do with where the lockedoorwarp takes you

lucid iron
#

Yeah to make ur kid look special

jagged sun
#

Downlaod it to vortex?

lucid iron
#

Also give them dialogue once they r toddlers

gray bear
#

chu out here revolutionizing kids

rigid musk
#

oh you shouldn't use vortex...

jagged sun
#

I use vortex

calm nebula
lucid iron
rigid musk
urban patrol
craggy cape
#

vortex gets hungry and eats important files half the time, so

gentle rose
calm nebula
#

it is used for a handful of debug command and that is it

rigid musk
#

Vortex hungers for the mod files...

lucid iron
#

There's some existing mod that does this ofc, like unique children talk

jagged sun
gray bear
#

!stardrop

ocean sailBOT
#

Stardrop is a mod manager written specifically for Stardew Valley. See the Stardrop wiki for installation and usage.

See this tutorial for connecting Stardrop to Nexus or updating mods in Stardrop.

If you have issues with Stardrop, see the issue report guide.

proud wyvern
#

!modmanagerbugs

ocean sailBOT
#

Vortex (Nexus) and ModDrop both are mod managers that can help you keep your mods up to date, but they are difficult to troubleshoot. If you're looking for a mod manager that was written specifically for SDV and has troubleshooting logs built in, you can try Stardrop (!stardrop).

If you're using a non-Stardrop mod manager and ask for help troubleshooting, you can ask the Nexus Discord https://www.nexusmods.com/discord or the Moddrop Discord https://www.moddrop.com/app/about (scroll down). If you're using Stardrop, please remember to provide a Stardrop log.

urban patrol
#

if your locked door warp isn’t putting you in the right place, then your issue is with your locked door warp not default arrival tile

spiral lion
#

Oh hahah that explains my issue then: It says "LockedDoorWarp 6 20 bloomingvalley.BloomandBrew_BloomAndBrew 600 2000"
Is there anyway to fix it?

gray bear
#

heh. hey shockah RWave

jagged sun
#

How much would it cost to pay someone to make that mod?

urban patrol
gentle rose
#

at least like $20 USD I reckon, possibly more

craggy cape
#

i read that as 200 oh my go

rigid musk
calm nebula
#

morning, shockah!

spiral lion
calm nebula
#

long time no see

proud wyvern
#

good current time of day

spiral lion
#

ahhaha omg... I tought that were the time 😮

gentle rose
#

wait, shockah, you do ios dev? I bow down to your bravery

apple scare me

spiral lion
#

I will try to change it!

rigid musk
#

600 2000

lucid iron
#

I mean if you can convince me that "freeze kid age" is a good feature then I'll consider it

spiral lion
#

makes sense haha

lucid iron
#

I don't really see why anyone wants this...

proud wyvern
gray bear
#

eternal baby sounds like a good pitch for a horror mod

jagged sun
rigid musk
#

I think the only benefit to a feature like that would be making it so kids grow up slower but not ... freezing them forever

lucid iron
#

Sdv has enough stuff stuck in a time limbo SDVpufferpensive

uncut viper
#

I don't find the feature that strange

jagged sun
#

I would love to have baby stayed forever like that

uncut viper
#

Same reason people play with aging turned off in The Sims

rigid musk
#

I guess if you did add it so that kids took, say, a year to grow up, it would theoretically be infinite (i.e. if there was a config option to set how long your kids took to grow up, and someone wanted 48 days, it could also end up being ... idk... 192838724483 days)

gentle rose
# proud wyvern been doing so for like 12 years by now

nice! I respect anyone willing to deal with them

worked on an app team once where the ios dev was permanently blocked by apple nonsense (and had the attitude/personality of a backend dev or sysadmin, which didn't help lmao)

jagged sun
lucid iron
#

If that's a thing in sims then i guess i can sorta see it Dokkan

uncut viper
#

it is a thing

lucid iron
#

I have never played that genre of game

rigid musk
jagged sun
#

I hope that someone could make that mod

gray bear
#

ur not missing out chu

rigid musk
#

Aka I'm scope creeping Chu heh /hj/silly

lucid iron
#

Well u can already configure the length of growing phases

jagged sun
#

How?

gray bear
#

im guessing u mean the baby stays as the non-sleeping kind?

jagged sun
#

Yeah

rigid musk
#

if you can do that, theoretically you could set it to... whatever amount of time right?

lucid iron
#

It's just that these r synced so if u change them in middle of game the kids you have may deage lol

jagged sun
#

Like in the crib baby

rigid musk
#

that's funny actually

urban patrol
#

benjamin button baby

lucid iron
#

The actual way I'd do freeze kid age is decrement their day age once every day

gray bear
#

that sounds, complicated

rigid musk
#

So I'm guessing you'd have to de-sync it for it to be individual ... or to not make all of the children cease to be

calm nebula
jagged sun
#

I would want a baby that doesn’t sleep but like stands in the crib

lucid iron
#

We know what you want

spiral lion
#

All of my 3 problems are solved thankes to you ❤️ have a good evening and thanks everyone!!

jagged sun
urban patrol
lucid iron
#

Child age decoupling is even more cursed than a freeze age config tbh

gray bear
#

we're in cursed territory

lucid iron
#

Ur baby is in a time warp now

urban patrol
#

i love it when you guys talk C# and i get to sit here like chinhands

jagged sun
#

Will I have to pay you?

urban patrol
#

all the possibilities

lucid iron
#

No

gray bear
#

unrelated ish question is ur mod compatible with unique children chu? i really want kids to not sleep for 2 weeks

calm nebula
#

uh wut

rigid musk
#

I like listening to the C# talk even if I don't understand it, such smart people around

lucid iron
#

I think it has most of the features of unique children?

rigid musk
#

Theoretically would a baby not grow up if it didn't have a bed?

lucid iron
#

I was gonna convert lumi's toddler to work with it

rigid musk
#

like the child bed

calm nebula
#

no, the bed is not needed

jagged sun
rigid musk
#

ah i see

#

I wasn't sure

gray bear
calm nebula
#

also chue if you're gonna do more children request: can they learn to sleep in single beds

#

there's only one (very boring) child bed

lucid iron
#

You have to define a unique kid's data basically

rigid musk
#

surely there's mods that add more child beds...

lucid iron
#

Atra threatening me with path finding (ill see what i can do)

gray bear
#

there is! i dunno if they use them

jagged sun
#

Guys if I have vortex. i cant download mods from github?

gray bear
#

the kids that is

rigid musk
#

just don't use vortex

lucid iron
#

Anyways bea the format is documented in the author guide

rigid musk
#

it's not good

jagged sun
#

How? Like every is in there idk how to have mods then without vortex

lucid iron
#

I'm going out rn but feel free to ask questions

calm nebula
rigid musk
#

you' have to redownload your mods but you can literally just manually download them from nexus or use stardrop

lucid iron
#

Can i just slenderman teleport the kid then

uncut viper
#

you can just add a mod manually to vortex.

calm nebula
#
[HarmonyPatch(typeof(FarmHouse))]
internal static class KidsBeds
{
    [HarmonyPatch(nameof(FarmHouse.GetChildBed))]
    private static void Postfix(FarmHouse __instance, ref BedFurniture __result)
    {
        __result ??= __instance.GetBed(BedFurniture.BedType.Single);
    }
}

urban patrol
calm nebula
#

pls, chue

rigid musk
lucid iron
#

Oh i see ok

jagged sun
lucid iron
#

It would be so cute if the kid sleeps in the double bed...

uncut viper
#

(i really dont think its worth it right now to change brianna's immediate task from swapping to a whole unfamiliar mod manager vs what they actually want to do, which is download a mod)
just install the mod manually without Vortex, Brianna, by placing it in your Stardew Mods folder, or add the file to Vortex manually

lucid iron
#

With parents

proud wyvern
#

also this isn't even the right channel for help with installing mods

lucid iron
jagged sun
#

Pleeeaaasyy please

lucid iron
#

But I'll can probably do a few trigger actions for controlling the kid's age

uncut viper
#

thats also true, though it may be partially relevant as i assumed brianna was going to check if Chu's mod as it is currently does what they want and if not, talk to chu about the feature they want chu to implement? i guess?
but if thats the wrong assumption then yeah, t his isnt the right channel

gray bear
uncut viper
#

brianna, dont pressure a mod author to make a change. unless chu wants to accept money for it, if chu doesnt want to, then thats that

lucid iron
#

The child appears in the double bed because it was scary at night

#

🥺

calm nebula
#

yeah, kiddo going into the parents bed would be cute too

gray bear
proud wyvern
#

!commissions

ocean sailBOT
lucid iron
#

So if the trigger actions are made then u can make a cp mod dependent on the framework to do what you want

#

Rn what you can do is have 3 (or more) kids

jagged sun
gray bear
#

you don't. it's a list of people who do comissions

uncut viper
#

you dont. thats where people advertise they will take money to make mods

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the only people who can answer how much such a mod would cost would be the person taking the commission

#

but if chu adds those trigger actions then you can make the mod yourself

jagged sun
#

Hmm sad

urban patrol
#

and CP is easier to learn than C#, if you made it yourself!

spiral lion
#

Hahah.. I am back with another question:

How should i write this if I have many windows? 🙂

jagged sun
gentle rose
#

if you have a budget you know you would be happy to spend and are willing to say that here, it might help someone become interested?

uncut viper
#

!startmodding if you do want to give it a try yourself, a CP mod is much easier than what most people think of when they think of programming

ocean sailBOT
#

Making mods can be broadly divided into two categories:

Usually it’s easier to start with making content packs, since you don't need to learn programming.

urban patrol
urban patrol
#

content patcher. it means you write in what is closer to english and content patcher handles the code

jagged sun
#

Oh

#

Unn

urban patrol
#

it still requires learning but less

jagged sun
#

Umm

urban patrol
#

you could try it out with making a small mod to see if you like it

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and if not posting your budget here could help

jagged sun
#

Is it easier than making programming with C++? (im asking to see my abilities)

rigid oriole
#

Content patcher is easier than cpp

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C# is what non-content patcher stardew mods are written in tho, not cpp

jagged sun
#

Okay so I need to go to google and write content patcher or what?

rigid oriole
#

Someone above linked the content patcher getting started guide

uncut viper
#

please look at the governor command beneath my !startmodding command

uncut viper
jagged sun
#

What to press?

uncut viper
#

this channel can help answer mod-making questions and offer guidance if you are stuck with part of the mod making process, but this channel cannot do literally every step for you or tell you literally everything you need to do.

#

you need to have some self guidance

jagged sun
#

Then Im doomed lol

golden basin
#

@vernal crest how would i use a trigger action to spawn monsters with spacecore at a certain time?

rigid musk
#

😭

#

my friend it truly is not that hard to scroll through the page and read it

#

just read the whole thing

#

or... pay someone to do it I guess

jagged sun
#

Guys its easy for you. For me its hard bc im new in discord and there are a lot of channels and I get lost

rigid musk
#

I meant the page that you opened

uncut viper
#

all you are currently tasked with doing is reading the wiki page you are on

rigid musk
#

just read through it vibincat it's a good start :D

jagged sun
#

Idk if I should press Modding:player guide or index#creating mods

rigid oriole
#

Don't press links. Read the page you're currently on

uncut viper
#

please also read the text around those links.

#

we cant read words for you

spiral lion
#

Hahah.. I am back with another question: WindowLight [<int x> <int y> <int type>]+
How should i write this if I have many windows? 🙂

uncut viper
urban patrol
uncut viper
#

but only the stuff in the brackets

#

so e.g. WindowLight 4 5 Type 7 9 Type 10 12 Type

tough crater
#

Is there a channel where people suggest mods to be made? I think there's a github repository for that

uncut viper
#

(ofc replace the types with actual type ints)

#

the github repo is the place for it

#

!modideas

ocean sailBOT
#

If you have a mod idea that you aren't planning to make yourself, you can put it in the mod ideas github: https://github.com/StardewModders/mod-ideas

However, this does not mean anyone is guaranteed to work on your idea—modders who are looking for ideas sometimes go through and work on what they find interesting off this list. If you want to pay someone to make your mod idea, there are a few people who do commissions (mostly art, sometimes code); you can ask around, search usernames for the word comms, or see !commissions.

tough crater
#

Perfect, thanks!

jagged sun
#

I need to sign up?

rigid musk
#

you do not need to sign up for the wiki

uncut viper
#

brianna, please read the wiki page you are on

rigid musk
#

or to add something to the github i dont think

jagged sun
#

Im asking about the github

jagged sun
uncut viper
#

the github was not posted for you, it was posted for L0veRaven. you have no reason to need to post anything to github right now

rigid musk
#

I think theyre trying to add their mod idea to it

#

instead of making it

uncut viper
#

if you have decided not to try making the mod then you will need a github account to post on there, yes, but after that point, this is no longer the channel to talk about the mod idea in

spiral lion
jagged sun
#

I made an account but like nothing works

#

Also read that wiki

rigid musk
#

If you're adding it to the github im not sure how to help you with that, but you can forget about the wiki since you won't be making it yourself ... im also not sure how you read all of that that fast lmao

spiral lion
#

I feel like this looks so much darker in game than in Tiled.. hmmm.
Why?

jagged sun
rigid oriole
#

This is a very helpful channel and a positive community but you have to ask questions with more detail than "it doesn't work" or "I don't get it" or nobody will be able to help you because there just isn't enough information

urban patrol
rigid musk
lucid iron
spiral lion
lucid iron
#

You can adjust ambiant lighting

rigid musk
urban patrol
#

yeah you can do ambient light however you want and you can also do day/night tiles if you want to get fancy

spiral lion
urban patrol
#

it’s one of the map properties on the maps:modding page

#

[[Modding:Maps]]

urban patrol
#

look under Lighting

spiral lion
#

Oh okay! 🙂 Thank you 🙂

#

Do you suggest that or day/night tiles?

urban patrol
#

they’re separate functions you can do both

spiral lion
#

ohh i seee

jagged sun
#

okay i did a suggestion

urban patrol
#

day and night tiles are for when you want the appearance of tiles (such as windows being black/white) to dynamically change at sunset

#

that’s also how you can turn on lamps etc

rigid musk
jagged sun
#

okay. Is that page reviewed every day by someone?

rigid oriole
#

Nope

urban patrol
#

this is a hobby for everyone so mod authors only review that page when they have time. i would advise you not to hold your breath waiting

rigid oriole
#

There's no guarantee someone will do it but if they do they'll probably reply and you'll get an email about it

jagged sun
#

oh okay

gentle rose
#

to clarify, it is regularly reviewed by a few of us to keep it tidy, but not by the people who make mods from it

jagged sun
#

sad

#

hopefully someone can make it

rigid musk
#

I check it on occasion but I have to be ✨ inspired ✨ to want to do it

#

and also not be fixating on whatever thing im doing

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(which is rare)

golden basin
#

I got monsters to spawn but this weird thing is happening...

silver sand
#

ok but that ghost is metal af

golden basin
#

thanks!

#

i just have no clue why its doing that layer thing

#

hmm restarting it fixed it

lucid iron
#

Is it dynamic reflections

golden basin
#

nope i just needed to restart it i think my sheet was too big

gentle rose
distant magnet
#

Can someone point me in the direction of how to get all the planted crops. I thought it was Game1.cropData but that (maybe?) isn't it. I havent quite got deep into the list to figure out what all the seed ids are.

uncut viper
#

planted crops are terrain features, I believe? HoeDirts with crops in em

#

Game1.cropData is just Data/Crops but in cached loaded form

#

(dont make edits to Game1.cropData)

distant magnet
#

Yeah I felt like I wasnt on the right track. I will look at getting a list of terriant features and filtering down to HoeDirts

uncut viper
#

keep in mind that may also include things that arent crops i.e. forageables

brittle pasture
#

dont forget garden pots, they are saved in the location's objects and are of type IndoorPot

distant magnet
#

I dont think i need to worry about pots for what I am thinking (need three plots next to each other) but that is good to know

blissful panther
#

I'm fairly sure there's a method in Utilities to go over every crop.

#

Which includes pots.

distant magnet
#

In StardewValley.Utils or in Smapi?

ivory plume
#

In the StardewValley namespace:

Utility.ForEachCrop(crop =>
{
    GameLocation location = crop.currentLocation;
    Vector2 tile = crop.tilePosition;

    return true; // keep going
});
distant magnet
#

I just found it going through Utility. perfect timing

uncut viper
#

HoeDirt also has gatherNeighbors() which may be helpful

spiral lion
#

Which one is better?

jagged sun
#

first

hot oasis
#

hey guys! Is there a way to dim the lights during a cutscene? I tried using ambientLight, but it didn't do anything! The cutscene takes place inside SeedShop!

urban patrol
#

you could have a temporary map that's a copy of SeedShop where you've adjusted the ambient lighting. there's an event command to change maps

hot oasis
#

oh good idea! Say i wanted to change the lighting mid cutscene (for dramatic effect), is it possible to still do that?

urban patrol
#

yep, you can swap the map at any time iirc. i'd have to look at the event commands to point out a specific one

#

yeah i just looked it up it's ChangeToTemporaryMap and takes the argument of your map name

hot oasis
#

oh perfect! Okay this a huge help thank you!

urban patrol
#

no problem! good luck

lucid iron
jagged sun
#

Oh you are making that mod?

lucid iron
#

i have made the mod

#

its up to you to use the framework now

jagged sun
#

Oh okay so what do I need to do?

#

Like to keep child as a baby forever?

gentle rose
#

but translate that into valid trigger action because I think I'm getting a migraine (unrelated)

jagged sun
#

I dont understand anything😭

#

I know trigger as a

lucid iron
#

theres no trigger per say, you'd use a dayending

gentle rose
#

day ending + GSQ is what I meant

urban patrol
#

brianna, refer back to the wiki page about making mods. your first step should be creating a manifest.json and your second step should be creating content.json

lucid iron
#

the gsq can be used to check if your first child is age=3

#

thereafter, set second and third child to age 2 and age 1 forever

jagged sun
#

Guys I wont be making mods. Because I understand 0 after reading and opening the game setting programme

rigid musk
jagged sun
#

I have my first child who is a baby. I will want to have a second child and keep her as a baby forever

gentle rose
#

Brianna, you just want one kid in each stage, right?

rigid oriole
#

This is the mod making channel which is why ppl are telling u how to make mods

jagged sun
#

One toddler boy and baby girl

gentle rose
#

didn't you want three kids? I'm confused

jagged sun
#

Yeah but people say its like impossible to have three kids like game doesnt support it

gentle rose
#

no, we told you a million times that Chu's mod allows having more than two kids

uncut viper
#

actually we linked you to the exact mod that does it and supports it and its the mod that chu just added the trigger actions to

gentle rose
#

every single time you asked, we told you about that mod

jagged sun
#

I use vertux and I download from nexus. That mod for more children isnt on nexus

rigid musk
#

You can add the mod manually

gentle rose
#

and people already explained to you how to download it.

rigid musk
#

Which button said

jagged sun
#

How?

uncut viper
#

then you download it manually. but regardless if you're not making a mod then this is not the channel for you, then

#

this is not a support channel for downloading or using mods

gentle rose
#

but, since you were already told, I suggest reading back what people told you rather than asking again in another channel.

jagged sun
#

Well i will try but first I want to get that mod for their age to “freeze”

gentle rose
#

that doesn't exist yet, you would need to make it using Chu's mod

uncut viper
#

that requires you to make amod

gentle rose
#

you have to download Chu's mod for that too though

uncut viper
#

and also yes like iro says, you need the mod from GitHub for that.

rigid musk
#

the mod from the github lets you have 3 kids, you need to make (or wait for someone TO make) a separate mod using it to make the baby stay a baby forever

lucid iron
#

well no you just setup a CP mod using the trigger actions which force age

#

i was eh on having it be explict user facing feature so trigger action it is

uncut viper
#

thats what Lily said

rigid musk
#

(that's what im saying)

uncut viper
#

a mod to make a baby stay a baby f orever doesnt exist, they have to make it

#

its just that it would use your mod too

jagged sun
#

Yeah ik

gentle rose
#

tl;dr if you want that mod, see the multiple links chu already sent you for how to make it

rigid musk
#

(or wait for someone to take your mod repo request)

jagged sun
#

Yeah I will wait. I wont be making bc I understand shit even if I read

rigid musk
#

To be fair, you claimed to read that entire getting started wiki in less than 15 minutes

#

which isn't enough time in the slightest

rigid oriole
#

I think they've made their choice on what they want to do which means we can leave it here?

gentle rose
#

think of mod making like a triangle with "the mod you want becomes a thing", "you spend no money" and "you don't have to make anything"

you can pick at most two, but you can't have all three

#

(it's the mod version of this, but replace cheap with "free", good with "exists", and fast with "don't have to make it yourself" SDVpuffersquee)

jagged sun
quasi dew
#

Heyo! I think I'm gonna give up on this, but I wanted to see if anyone has any last-minute ideas before I do—
I want to add a gender reveal option to my birth & pregnancy event mod. Is there anyway I can do that reliably? (I know the baby's gender is based on the seed, number of days played, and a random variable... so I'm thinking it's not possible to accurately predict it.)

rigid oriole
#

You could randomize it yourself and override the baby's gender at birth

lucid iron
#

gender reveal think

rigid oriole
#

And then you control it

quasi dew
#

ooh! how would I go about doing that?

rigid oriole
#

C#

lucid iron
#

wouldnt that happen after the kid is born

quasi dew
#

ah, my fatal flaw.

gentle rose
#

no, gender reveals are during pregnancy

uncut viper
#

the gender reveal? thats usually before

gentle rose
#

they check the xray

calm nebula
#

This is perfect

#

Also it's an ultrasound

quasi dew
sly perch
#

can anyone help me convert some png to content patcher from naver? for personal use ofc (is that allowed?)

quasi dew
#

sorry, I said the wrong thing initially. y'all know what I mean

gentle rose
lucid iron
#

ah those kind of things bolbsunglasses

#

i forgor u can reveal that b4 baby is born in NA

gentle rose
uncut viper
gentle rose
sly perch
#

that makes sense yeah! im having trouble figuring out the coordinates thing T)T

lucid iron
#

do you have photo editing software of some sort

sly perch
#

i do yeah!

lucid iron
#

if you select the parts you want it should show you X Y Width Height

#

*select with rectangular select

gentle rose
#

oh my god my head is genuinely about to explode 😭 do you guys think setting up rider will help with that...

lucid iron
#

no

#

return to emacs SDVpufferthumbsup

gentle rose
#

chu

why do you hate me

lucid iron
#

its love

#

anyways what ails you

calm nebula
#

(Cheap, tasty, healthy, pick two)

gentle rose
#

exploding head syndrome (no clue, just a headache SDVpuffersquee I think I'm about to have a cold)

#

gonna set up a new windows account to make sure my mods don't doxx me whenever there's an error, instead

lucid iron
gentle rose
#

ooooo

lucid iron
#

it has a side effect tho, u can no longer run debugger

gentle rose
#

I absolutely will but also I still don't trust it so I'll do both SDVpuffersquee I hate seeing my name on things anyway

lucid iron
#

hence why its locked behind Release

calm nebula
#

Got it

#

Time to become iro

gentle rose
#

have I ever mentioned I hate windows

#

god I hope this works and didn't somehow brick my pc

uncut viper
#

yep, you can make the page and leave it unpublished

#

the date people see on nexus will be the date you publish it

gentle rose
#

I don't wanna

uncut viper
#

no

rigid oriole
#

Nope

uncut viper
#

just go to the Second step of uploading a mod

lucid iron
#

another useful thing is that you can get a nexus id

#

the id= arg will be filled once u go2 second page

uncut viper
#

that IS how you view it

upper rune
#

So I would like to make a compatibility patch a la Vegas Item Compatibility Patch for a few flower mods that have multiples of things like lilac, lily, dahlia, etc. And mostly it seems like most of the code is just saying replace the display name with this new name. However I am not understanding what the Machine Output Rules is doing. Any advice?

lucid iron
upper rune
lucid iron
#

try using this maybe

#

this one approach the problem by changing items for the matching ones

#

[[modding:machine_data]]

upper rune
#

Cornucopia and Wildflour already have distinct names mostly

lucid iron
#

as for machine rules, i believe cornu and wag both use context tag in most places

#

so that a recipe that calls for dahlia_item is valid for either

#

if it didnt happen for some particular item, you will need to add a new machine rule to handle it

rigid musk
#

when using stuff like the logs or the stumps from the paths tilesheet, how does it spawn it? By that I mean do they extend by the tile being the upper left corner or bottom right, etc..

calm nebula
#

Top left

rigid musk
#

thank you

primal cove
#

I'm working on a pretty big expansion mod anyone can help with if you want to just say you do and we will get started ( ps I can make it on my own but its easier with others so I really don't need anyone)

lucid iron
#

if you are actually trying to recruit anyone it'd help to have a pitch Dokkan

ornate locust
#

So there's dialog for a NPC not wanting to see a certain kind of movie. How can I mark someone as not wanting to see a certain movie/kind of movie?

#

I looked at the 1.6 migration page and didn't see anything, couldn't find anything anywhere else.

#

ah wait I figured out the right thing to search, thank you past Selph

craggy cape
#

hm, smapi is yelling at me for the trashcan sprites i made, it says the dimensions dont match. it is a cropped photo though so ig i do have to use a full sprite-sheet dimenson for this to work?

pine elbow
#

Hello

Is this a chat where I can ask questions about mods and such?

#

I really want to play the game, but the vanilla graphics are really disappointing, it looks like it's in 480p. I play on Android, is there a mod that can solve this?

pine elbow
rigid oriole
craggy cape
#

they are yes

#
{
            "Action": "EditImage",
            "PatchMode": "Overlay",
            "Target": "LooseSprites/Cursors2",
            "FromFile": "assets/trashsprites.png",
            "ToArea": {
                "X": 1,
                "Y": 0,
                "Width": 67,
                "Height": 36
            },
            "FromArea": {
                "X": 1,
                "Y": 0,
                "Width": 67,
                "Height": 36
            }
        }
    ]
}```
is the snippet for adding the trashcan sprites
ornate trellis
craggy cape
#

its saying "source image is smaller than source area" in the error specifically

rigid oriole
#

"FromArea" specifies the rectangle for assets/trashsprites.png to overlay onto Cursors2. "ToArea" specifies the rectangle to slap that overlay onto in Cursors2

#

X:1, Y:0 on Cursors 2 is iniside the bus

#

these are pixel coordinates, not sprite indexes

craggy cape
#

i struggled with getting the trash cans pixels cus i didnt know how big to make the grid AUG

rigid oriole
#

you don't need to change your image you made probably

#

you just need to adjust the from and to area

#

what's your trash can look like?

craggy cape
#

this is the sprites i made, which is 67x36 ; the same rectangle/size as the trash sprites in cursors2

rigid oriole
#

the top-left corner of that first trash can on cursors2 is X 21, Y 0

#

ok your from Area should start at X: 0, y:0

#

you can also omit from area because you want to use the whole of assets/trashsprites.png that you made

craggy cape
#

ah so i can just use toarea x: 21, y: 0?

rigid oriole
#

i think you may still need to specify the width/height of the toArea

craggy cape
#

yaya thats been specificed

rigid oriole
#

you can try without the width/height and see tho!

craggy cape
#

oke :3

rigid oriole
#

but having it won't hurt

craggy cape
#

idk why i always assume to and from areas are dependent on the other

rigid oriole
#

they have to be the same width/height but the x/y are, in most cases, totally independent

craggy cape
#

ahh

rigid oriole
#

i like to think of it as cutting out the fromArea from my own image and pasting it right on top of the toArea on the target asset

craggy cape
#

mm paper collage

#

but .. digitally

rigid oriole
#

yeah!

craggy cape
#

xddd

rigid oriole
#

you may perhaps want patchmode Replace

craggy cape
#

yea prob , lemme try that

#

almost there xd

#

it just needs to be moved over one or so.. i think

#

also it the trashcans always like that with it being a lighter color on the bottom

brave fable
#

nope, that's entirely on your mods

craggy cape
#

hm. it happens with other town recolor mods i used previously

#

meh anyways

rigid oriole
#

if it bothers you, you can add a "false dependency" on the town recolor so it loads before yours

#

(make it a dependency in your manifest but with the required field set to false)

uncut viper
#

when a trash can is rummaged through a TAS trashcan gets placed on top of it and i imagine the colour difference is between the TAS version and whatever version is on the map, which in vanilla is normally the exact same colour

brave fable
#

incidentally, the trashcan animation is also on LooseSprites/Cursors2, the same as the fridge animation you used yesterday

craggy cape
#

im just wondering how the colors mismatched

#

i colorpicked straight from the trashcan sprite in the towns modded sprites

#

oh wait button just explained it

#

mb

#

could i change the TAS trashcan maybe?? or is that like hardcoded

brave fable
#

only one of them was patched, or the patch order was different between them

#

as always, these changes are more clearly visible when you're only comparing your content to the default game, rather than modded to modded to modded to modded to modded

uncut viper
#

the sprite has to come from somewhere. its in the file blueberry said

brave fable
#

some TAS instances have hardcoded colour overlays, but they all use sprites from various game assets, which you can patch as usual

craggy cape
#

also i think its worth noting that the modded town im using, only spring and summer have trash can sprites in the towns spritesheet

#

fall and winter lack them

#

could that be the mismatch colors then? bc the game thinks its a vanilla color bc the sprite for it didnt exist?

#

i do know the game pulls assets locally in many cases

uncut viper
#

probably. the sprite used for the TAS changes depending on season

#

fall and winter are different colours

craggy cape
#

im currently in fall in my game

#

almost winter actually

cedar turtle
#

so.. Another new project (which might get abandoned sooner or later knowing me)
I want to make a fence AT pack and am looking at other AT packs to see how the pngs are built. Can anyone explain me which sprite/section correlates to which section/condition of a fence?

lucid iron
craggy cape
#

fixed the color xd but now i need to fix the placement..

#

DID ITT

#

theres on pixel i miscolored but oh well lmao

#

oh also i think the first one glitches a little bc of the shadow xd

#

ok i accidentally overlayed the quality hearts over the stars, all i did was place the hearts into the cursors.png of sakura interface and i have No idea what to change to fix it

#

my assumption would be changing the overlay to replace with the cursors themselves?? idk if they have just the cursor cursor or the full spritesheet

#

ok ye the cursors are just single images .. theres p;rob more cursor spritesheets then./.?

#

god do i have to replace every single cursor_(language) png .. TT

rigid oriole
lucid iron
#

!json

ocean sailBOT
#

JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.

If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.

When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.

rigid oriole
craggy cape
uncut viper
#

ignore the other languages

lucid iron
#

You need the languages only when you are editing text

craggy cape
#

ah

#

cus idk which one to change lmao

#

wait i mightve found what i need to change

#

YEAA okay found it. the snippet right above the prize ticket menu's code

#

the

  {
      "Action": "EditImage",
      "Target": "LooseSprites/Cursors",
      "FromFile": "assets/{{Target}}_{{language}}.png",
      "PatchMode": "Overlay"
    },```
#

oh now my cursor itself is gone oops

#

..ok so, i tried a patchmode for my cursor, didnt work, i tried to add the vanilla cursor to the spritesheet since the sakura interface doesnt have cursors on it at all, that also didnt work

rigid oriole
#

hard to help without seeing the fromfile

craggy cape
#

i just noticed my money number is gone too LOL

rigid oriole
#

is the from file the exact same size as cursors?

craggy cape
craggy cape
rigid oriole
#

i mean that we have to see the actual "assets/.....png" file

craggy cape
#

its the exact same as it was before :P

#

for my cursors ^ the vanilla cursors in sakura are the same too but .,. yk vanilla shape

rigid oriole
#

is that image really 126 by 27 pixels?

craggy cape
rigid oriole
#

dang it really is

craggy cape
#

i tried to add the vanilla cursors from the sakura interface into the cursors spritesheet, that did nothing unsurprisingly lol

#

cus the cursors spritesheet for sakura doesnt have the cursors

rigid oriole
#

sakura uses overlay, not replace, right?

craggy cape
#

yes

#

i changed the cursors overlay to replace bc thats how i fixed the stars and hearts

rigid oriole
#

your edit should definitely be replace

#

do a patch export for LooseSprites/Cursors ?

#

or wait

#

patch summary asset LooseSprites/Cursors i think is the command

#

(it should tell you who is editing the file)

craggy cape
#

to show i did change the patchmode in the interface mod ^^

rigid oriole
#

the interface mod should probably be overlay?

rigid oriole
craggy cape
#

if i set it to overlay the hearts and stars indicators overlap

rigid oriole
#

then you need to do the patch with the hearts and stars separately so that they are a "replace"

#

it's probably the case that the interface "replace" patch is happening after your cursors replace patch and therefore replacing your new sakura cursors with blank pixels

craggy cape
#

im just extremely confused on how the stars are still showing up

#

cus i replaced the stars manually with the hearts in the cursors spritesheet

uncut viper
#

overlay literally just pastes the pixels in your image on top of what is already there

#

it doesnt delete whats underneath it

#

Replace will delete everything thats underneath it first

craggy cape
#

so does the hearts indicators need to be a seperate png for this to work rather than being merged??

uncut viper
#

yes.

rigid oriole
#

yes

craggy cape
#

well now the stars and hearts are overlapping AGAIN

#

gah

uncut viper
#

it needs to be a separate patch and it needs to use replace and not overlay

craggy cape
#

https://smapi.io/json/content-patcher/4f953ad61efc477aba78a9b793dacea9
i changed the edited cursors_en file back to its original state ( so it has the star indicators, not heart )
changed the patchmode for the assets/cursors file to be overlay
i added the hearts.png into the assets/loosesprites folder
and created a snippet with the patchmode replace for the hearts with the same file targeted

#

also if ijust do assets/hearts smapi says it cant be applied

uncut viper
#

you dont appear to have a fromarea or toarea in your hearts patch? what does your hearts.png look like

craggy cape
#

just that

uncut viper
#

so it will be placed in the very top left of Cursors, then, without a toarea

rare orbit
#

soo i love this mod called foxbloom seeds by cryptichaze on nexus and i wanna do a personal edit to make the seeds be limited stock!

craggy cape
#

ok now i fixed it

rare orbit
#

i honestly have no idea what to input for it tho

craggy cape
#

theres a mod that does smth like that, realistic seasonal shop inventory

#

maybe peak at the code of that?

rare orbit
#

yeah true i'll check it

#

i think i did it?? hopefully it works!

craggy cape
#

that reminds me i wanna add compat to more modded shops lol

#

i feel like this might be easier said than done tbh

#

but i dont mess with shop data often so u_u

tidal stone
#

imma fight a tree so i gotta go edit the forest map

#

👊

craggy cape
#

hmm i believe i successfully create RSSI for aris shop in sunberry

#

this is all to test out the shop data

#

i got no errors at all from smapi so 🤏🏻

#

ofc i chose the twilight festival of all days to test 💀

tidal stone
#

when i release my mod imma message creator of sve if i can make a map edit to make a compat with SVE version, or is possible to add a patch that registers when sve is isntalled and can use the apropirate map? (its literally just a tree)

#

i forgot how to do map edits falls to my knees i edited the map just forget how to patch it tbh

craggy cape
#

i cant even buy from ari <//3

tidal stone
#

maps are tsx files right i forgot

#

or is it tmx

strange dew
tidal stone
#

ty tyyy

strange dew
#

the stardew modding wiki has a really good tutorial on map edits

tidal stone
#

yee im fighting a tree lol

vernal crest
#

If you're just trying to remove a tree you don't even need your own tmx file. You can just use CP MapTiles to remove the tree's tiles from the existing map.

strange dew
tidal stone
#

the tree is the big one by marnies ranch and i feel like completely removing it would messs with some cutscnes iirc

brave fable
tidal stone
#

fixed it

#

i could prob return my lollipop to not as big size now

#

gonna go ask in other chat

craggy cape
rough lintel
tidal stone
#

Ok

rough lintel
#

you can accomplish this with a When condition with HasMod |contains=FlashShifter.WhateverHisModIdIs

tidal stone
#

Oooo

rough lintel
#

content patcher docs have an example i think

craggy cape
#

okay damn im failing at this so bad

rough lintel
#

i dont know his manifest off the dome i apologize

tidal stone
#

Ohreally

rough lintel
#

nah you wouldnt

craggy cape
#

least the json is right..? according to the validator + VSCode.. alas this is all a test for modifying modded shops xd

#

who knew RSSI would be confusing

#

ooh wait might be close

#

hm

#

okay i get a yellow error saying "SBVCP_AriMarket" doesnt match an existing target, but only appears when i open the shops menu.

rigid musk
#

this is how you do the spawn tree tiledata property right ?

#

on the Paths layer?

craggy cape
# craggy cape hm

ok how would i connect the RSSI Sunberry patch i created to RSSI so Ari's Market will have limted fall stock ?

#

in this case its just the fall stock from Ari that im trying to limit

#

i tried to add aris shop data into the content of RSSI, but it tells me the data doesnt exist?

sly perch
#

i want to maybe make a space themed fish mod because i love space themed mods but i dont know where to start T_T

rigid musk
#

star... fish...

#

except its like, yellow

rigid musk
fierce vault
#

When formatting a nexus mod, do you want to keep the first description short for a custom npc?

I'm wondering because I'm planning mine out, and I used nearly all 350 letters to write something I think sounds nice, but now I'm not sure if that is a good idea because the description might take up a ton of room on the thumbnail and take away from whatever cover art I make.

What do you guys think? Would a more lengthy description take away from the mod's thumbnail?

lucid iron
#

you can always put that in the description proper

#

keep in mind that you only see this much text when browsing

#

so even tho it let you have 350 words u should prob only use 2 sentences

fierce vault
#

I'm just wondering what a long description would look like if on the front page...

#

I probably should significantly shorten it, huh?

#

I'll see about doing that, then.

brave fable
#

let the image sell the theme and character, use the description to outline what the user is downloading

fierce vault
#

Alright, that is probably the best way to go about it.

#

I was already going to put a lot of effort into the image

brave fable
#

you just want someone to open your mod page, and they're going to be looking for a certain type of thing. once they're there you can do all the flowery stuff to get them interested

fierce vault
#

Sure. Thanks.

ivory plume
#

Monthly mod stats time!

Mod compatibility

75.4% of SMAPI (C#) mods are compatible or have a workaround, up from 74.8% last month.

Unique mods by type

We have 389 more mods this month. That includes:

  • +217 Content Patcher;
  • +62 SMAPI;
  • +38 Fashion Sense;
  • +37 Alternative Textures;
  • +11 Farm Type Manager;
  • +8 Mail Framework Mod;
  • +4 XNB;
  • +0 Better Artisan Good Icons;
  • +0 Custom Furniture;
  • +0 Dynamic Game Assets;
  • +0 TMXL;
  • -1 Custom Music;
  • -1 Shop Tile Framework;
  • -2 Producer Framework Mod;
  • -4 Json Assets;
  • and +20 for frameworks with <100 content packs.

Content Patcher packs

We have 10,750 Content Patcher packs.

The top five Format versions are...

  • 2.0 (3,294 ↗ 3,350), 2.3 (754 ↗ 764), and 2.4 (547 ↗ 554) for Stardew Valley 1.6;
  • 1.19 (568 ↘ 566) for Stardew Valley 1.4;
  • and 1.3 (475 ↗ 477) in old unofficial guides.

Open source

  • We have 3,311 tracked C# mods, of which
  • 2,154 mods (65%) have a source code repo, with
  • 1,156 (54%) in a multi-mod repo and 998 (46%) in a single-mod repo.

Web costs

And finally, web hosting costs for the SMAPI.io site, update-check server, and API dropped a bit to US$174/month. (The graph is always a bit behind due to billing cycles.)

See also

And that's it for this month!

craggy cape
#

ok im gonna start from scratch with this patch AUGh

#

okay so. how would i make it so, lets say the fall seeds Ari sells, are in limited qauntities?

#

for example the amaranth seeds format was like

 "Entries": {
              "(O)299": null,
              "(O)489": null,
              "(O)494": null,
              "(O)487": null,
              "(O)490": null,
              "(O)493": null,
              "(O)488": null,
              "(O)492": null,
              "(O)491": null,
              "(O)301": null,
              "(O)497": null,
              "skellady.SBVCP_AriShop.AmaranthSeeds": {
                "Id": "skellady.SBVCP_AriShop.AmaranthSeeds",
                "ItemId": "(O)229",
                "Price": 65,
                "AvailableStock": 10,
                "AvailableStockModifiers": [
                  {
                    "Modification": "Multiply",
                    "RandomAmount": [
                      1.5,
                      1.4,
                      1.3,
                      1.2,
                      1.1,
                      1.0,
                      0.9,
                      0.8,
                      0.7,
                      0.6,
                      0.5
                    ]
                  }
                ]
              },```
#

because the entries with the object/itemID being null was already present in the RSSI mod

rocky copper
#

Anyone know if I can add custom items to the "preserve_sheet_index_<id>" context tag? I have a flavored item made by processing grains, then that item gets processed into a different item depending on what the original grain was that went into it. I've got it working with the vanilla crops, but I'm trying to add support for Cornucopia crops

rigid musk
#

I'm not sure what that context tag is but you can add context tags to items or your items and theoretically patching other items

#

(Added by mods)

rocky copper
#

Would flavored items keep context tags added to their original item?

ivory plume
#

The preserve_sheet_index_<id> context tag is added automatically if the item's Object.preservedParentSheetIndex field is set. You wouldn't normally add the context tag yourself.

rocky copper
#

Ahh, thank you

ivory plume
rigid musk
# rigid musk

is the tiledata for this supposed to be on the paths layer or the paths objects layer

craggy cape
#

i think i figured it out though

#

but god, the format xD

rigid musk
#

Hm.. well they can't go on the actual paths tiles so... I wonder why it aint workin

lucid mulch
#

and 1.3 (475 ↗ 477) in old unofficial guides.
SDVpuffercry

rocky copper
ivory plume
#

It's set when you create the item, either through C# or Content Patcher (e.g. via the OutputRules > OutputItem > PreserveId field in Data/Machines).

craggy cape
#

i think i added some excessive { between the commands.. bc look how much } and ] the autofix adds..

craggy cape
#

( also yes, for every single item in Ari's Shop has that format, aside from the global items)

#

actually do i even need the { } under the availablestockmodifiers?

#

could i just use the [ ] to close em?

lucid mulch
#

also not sure why the cp When block is in its own block, the When block should be at the same depth as Entries/Target

craggy cape
#

ok i hate how the autofix puts every : in quotations

#

so im gonna edit that once more, but i think i fixed it mostly. i removed the when to fix this

#

okay this is much prettier on my eyes

golden basin
#

anyone understand hud message display with spacecore?

craggy cape
#

anyways lemme add the when thing

golden basin
#

im trying to get it to display only when entering my graveyard

hot gale
#

Any common errors that would cause a shop to not display it's stock?

#

It should have at least a couple things

ocean sailBOT
#

Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Pro, with 32 C# mods and 31 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

craggy cape
#

so uh

#

its at the very bottom, i TRIED putting it within the entries/target block but theres too many characters to even find it

#

the entries line ( for the items ) is line 48 SDVpufferwaaah

#

im using the adventures shop as reference too, the when code in that is on line 279 while the entries is line 13.

#

ugh wait the damn autofixer pput the : in quotations again

modern pebble
#

will this work? (no chatgpt or ai ts used)
{
"Action": "EditData",
"Target": "Data/Events/Farm",
"Entries": {
"16554812": "none/64 15/farmer 64 16 2 Bella 64 18 2/pause 500/speak Bella "Greetings, Master... Finally, just the two of us. I've been watching over you, you know... Learning everything about you. When you wake up, when you go to sleep... who you spend time with. And lately, I've noticed something strange."/pause 700/emote Bella 20/speak Bella "Abigail, for example. She keeps smiling at you. Waving. Laughing at your jokes. That's not a problem, of course. Because I always handle problems."/pause 800/emote Bella 1/speak Bella "Now... tell me, Master. How may I serve you today?"/pause 700/quickQuestion "By the way, I'm curious... What do you think about me?#You're... a bit intense.(break)switchEvent Bella_16554812_intense#I think you're sweet.(break)switchEvent Bella_16554812_sweet#Should I be worried?(break)switchEvent Bella_16554812_worried"",
"Bella_16554812_intense": "portrait Bella serious/speak Bella "Oh? Intense?"/pause 500/emote Bella 16/speak Bella "I suppose that's one way to put it. But, Master... I only act this way because I care."/pause 700/emote Bella 24/speak Bella "Don't you want someone who watches over you? Protects you?"/pause 500/end",
"Bella_16554812_sweet": "portrait Bella blush/speak Bella "S-Sweet?"/pause 500/emote Bella 26/speak Bella "Oh, Master... You always know just what to say."/pause 700/emote Bella 28/speak Bella "But don't think flattery will distract me from my duties."/pause 500/end",
"Bella_16554812_worried": "portrait Bella smirk/speak Bella "Worried?"/pause 500/emote Bella 18/speak Bella "Master... worrying about me is pointless."/pause 700/emote Bella 1/speak Bella "I told you—I take care of everything."/pause 500/end"
},
"When": {
"Year": 1,
"Day": 6,
"HasSeenEvent": false
}
},

golden basin
#
    "LogName": "Add Trigger Actions",
    "Action": "EditData",
    "Target": "Data/TriggerActions",
    "Entries": {
        "{{ModID}}_HudMessage.Trigger": {
            "Id": "{{ModID}}_HudMessage.Trigger",
            "HostOnly": false,
            "Trigger": "LocationChanged",
            "MarkActionApplied": false,
            "Condition": null,
            "Action": "If PLAYER_LOCATION_NAME Any Fellowclown.PC_OldGraveYard Here ## spacechase0.SpaceCore_ShowHudMessage \"{{i18n:FC.MountainFog}}\"",
            "Actions":null,
        }
    }
},```

shouldnt this work? where itll show a hud message everytime you enter this map?
rigid musk
urban patrol
rigid musk
#

all /speak commands should be \"dialogue\" your quickQuestion doesn't need a ... switchevent? thing? itll automatically go to each event based on the responses so it would be quickQuestion question#answer1#answer2#answer3(break)answer1stuff(break)answer2stuff(break)answer3stuff

urban patrol
#

also are you sure switchEvent is a thing? why aren’t you using forks

rigid musk
#

oops

#

it wont show my 's

#

:(

#

there we go i fixed it

#

quickquetions can have /ends too

#

"Aos.QiFriend14HeartsPT1/Friendship {{ModId}}_TheMrQi 3500/Time 1800 2100/DayOfWeek Wednesday": "continue/64 15/farmer 64 12 0 {{ModId}}_TheMrQi 64 18 2/skippable/playSound doorOpen/pause 500/emote farmer 40/pause 600/emote {{ModId}}_TheMrQi 40/pause 600/speak {{ModId}}_TheMrQi \"{{i18n:Aos.FriendQiEvent14HP1.1}}\"/pause 500/emote farmer 32/pause 500/speak {{ModId}}_TheMrQi \"{{i18n:Aos.FriendQiEvent14HP1.2}}\"/quickQuestion {{i18n:Aos.FriendQiEvent14HP1Q}}#{{i18n:Aos.FriendQiEvent14HP1A1}}#{{i18n:Aos.FriendQiEvent14HP1A2}}(break)addConversationTopic Aos14HeartEventPT2 28 \\speak {{ModId}}_TheMrQi \"{{i18n:Aos.FriendQiEvent14HP1R1}}\"\\end(break)speak {{ModId}}_TheMrQi \"{{i18n:Aos.FriendQiEvent14HP1R2.1}}\"\\emote {{ModId}}_TheMrQi 40\\pause 500\\speak {{ModId}}_TheMrQi \"{{i18n:Aos.FriendQiEvent14HP1R2.2}}\"\\pause 500\\end",

#

Example

#

mine uses i18n tokens but it the same premise follows

#

if this is for an existing npc you should be doing portrait indicators and not... whatever the portrait thing is

urban patrol
#

also i would check your emotes. iirc they’re all multiples of 4. did you reference the wiki?

rigid musk
#

Also your event id should be something other than a number for compatibility reasons... also you should add preconditions and not the when conditions, i.e. itd be
"youreventid/DayOfMonth 6/Year 1"

#

and also you dont need to do the has seen event false thing cause the game auto detects if you've seen said event or not

#

emote 24 is also... sleeping? so

#

are you sure you didn't use something to make this because its very much not how you do things

#

Also Clown I hope you can figure out the spacecore thing, if I knew anything about it i'd try to help you

lucid mulch
rigid musk
#

There's also not that many people on right now (which is why im not doing map stuff anymore because a lot of things are weird/broken and I need people who know how to do that lmao)

hot gale
#

One of my shops suddenly stopped displaying any stock whatsoever, this is befuddling

craggy cape
#

ffs discord is making my text into a file

#

im just tryna wonder where to put the when

hot gale
#

Use this;

rigid musk
#

idk whawt when you're talkin about

#

what*

#

like a when condition?

craggy cape
rigid musk
#

if you scroll down enough its down there

#

Is the when condition for the whole shop or per entry

craggy cape
rigid musk
#

so to detect a token for the whole thing, it would be at the top near your editdata no ?

craggy cape
#

but i cant find the line to put it because theres too many lines and i cant focus

rigid musk
#

up here

#

I usually just put mine before 'entries' and after 'target'

lucid mulch
craggy cape
#

sorry if im being snappy again hgsjfds

hot gale
#

I think the 200 errors in the file might be more pertinent for making it work 😅

rigid musk
#

I mean I've seen you around all day, it might be good to take a break :3

#

You don't seem snappy to me though

craggy cape
#

i cant sleep so im just ,. yeah

rigid musk
#

perhaps fustrated with the code but it doesn't seem directed AT anyone

royal stump
rigid musk
#

maybe ill work on event coding for a bit instead of being mad at this map heh

craggy cape
#

i put it before entries, after target, and then CP proceeded to ignore everything

lucid mulch
#

and even then, I'm not comfortable with L48-70 either, its legal json and would comply with the schema, but should blow up at runtime rather quickly

golden basin
# royal stump (I didn't know about `If` either, but it's on the wiki now and does exist in Tri...
    "LogName": "Add Trigger Actions",
    "Action": "EditData",
    "Target": "Data/TriggerActions",
    "Entries": {
        "{{ModID}}_HudMessage.Trigger": {
            "Id": "{{ModID}}_HudMessage.Trigger",
            "HostOnly": false,
            "Trigger": "LocationChanged",
            "MarkActionApplied": false,
            "Condition": "{{LocationName |contains={{ModID}}_OldGraveYard}}",
            "Action": "spacechase0.SpaceCore_ShowHudMessage \"{{i18n:FC.MountainFog}}\"",
            "Actions":null,
        }
    }
},```
#

wouldn't this work? in theory?

lucid mulch
#

don't try to use CP conditional tokens like LocationName inside a triggeraction, particularly without having the updaterate set

craggy cape
#

so how am i gonna format this

royal stump
#

If you're using CP tokens there, you'll need to change the update rate, yeah; I don't see any explicit issues otherwise, but idk anything about spacecore's action formats

craggy cape
#

bc im using the RSSI's shop data layout

#

for reference

hot gale
#

Try this

royal stump
#

you could just put that location token from earlier in conditions without the "Here" part at the end

golden basin
#

i tried that and the hud message pops up after every map change

#

its not just popping up on the map location listed

hot gale
#

I truncated the shop entry to a single entry which includes the items in the first insert

#

You had it formatted wrong

craggy cape
#

time to do this with the other shops... though ithink theyre alot smaller item wise han aris market

hot gale
#

Follow the formula I sent you

#

Should work

royal stump
lucid mulch
#

does the trigger action run before or after they finished changing location?

hot gale
#

Wouldnt you want Target, so it would target the main player or a farmhand?

#

or am I misunderstanding target

golden basin
craggy cape
royal stump
#

LocationChanged should happen after it changes, though I haven't tested it in a while if at all

golden basin
#

still not triggering when entering the map

hot gale
golden basin
#

it only triggers if i put a ! on it

craggy cape
#

i mean it works T_T but i want it to be a configurable option like the other shops

royal stump
golden basin
#

its the interal name right??

hot gale
craggy cape
#

ok so RSSI has two modes. hardmode and standard

#

i want it to be configurable betweenthose ( i will add hardmode once i get that code sortred out )

#

theres also and off option too

vernal crest
hot gale
#

You can add a

"When": {
                "AdventureShop": "standard"
            },

or

"When": {
                "AdventureShop": "hardmode"
            },

To each item I believe, as the first entry in each block

golden basin
craggy cape
#

im also trying to figure out how to get Ari's Market to appear in the GMCM of the RSSI mod..

vernal crest
# golden basin I think I figured that out but can you show me how you would do it?

Yup, here it is.

        {
            "Action": "EditData",
            "Target": "spacechase0.SpaceCore/TriggerActionExtensionData",
            "Entries": {
                "{{ModID}}_TimeSpawn": {
                    "Times": [ 700 ]
                }
            }
        },

        {
            "LogName": "Add Trigger Actions",
            "Action": "EditData",
            "Target": "Data/TriggerActions",
            "Entries": {
                "{{ModID}}_TimeSpawn": {
                    "Id": "{{ModID}}_TimeSpawn",
                    "Trigger": "Manual",
                    "MarkActionApplied": false,
                    "Actions": [
                        "spacechase0.SpaceCore_TriggerSpawnGroup {{ModID}}_TownSpawns Beach 32,12,14,9"
                    ]
                },
            }
        },
lucid mulch
#

hmm, taking a peek under the hood, looks like it happens before the players state has updated

                    Game1.currentLocation = Game1.locationRequest.Location;
                    Game1.locationRequest.Loaded(Game1.locationRequest.Location);
                    if (!hasResetLocation)
                    {
                        Game1.currentLocation.resetForPlayerEntry();
                    }
                    Game1.player.currentLocation = Game1.currentLocation;

the OnLocationChanged event is on the setter of Game1.currentLocation, so Game1.player.currentLocation's still the old location, so GSQ and stuff should be saying the old answers still?

craggy cape
#

i have it as a config option in the config.json code, but its not showing up lmfao.

hot gale
#

Then you need a when statement on the insertion according to the config option

golden basin
golden basin
# lucid mulch hmm, taking a peek under the hood, looks like it happens before the players stat...
    "LogName": "Add Trigger Actions",
    "Action": "EditData",
    "Target": "Data/TriggerActions",
    "Entries": {
        "{{ModID}}_HudMessage.Trigger": {
            "Id": "{{ModID}}_HudMessage.Trigger",
            "HostOnly": false,
            "Trigger": "LocationChanged",
            "MarkActionApplied": false,
            "Condition": "!PLAYER_LOCATION_NAME Current {{ModID}}_OldGraveYard",
            "Action": "If !PLAYER_LOCATION_NAME Any {{ModID}}_OldGraveYard ## spacechase0.SpaceCore_ShowHudMessage \"{{i18n:FC.MountainFog}}\"",
            "Actions":null,
        }
    }
},```

So this should make it trigger in my graveyard?
#

but wouldnt that also trigger everywhere else too hmmm

royal stump
golden basin
#

that really doesnt make any sense....

lucid mulch
#

vanilla never actually uses LocationChanged triggers, it was a mod only request so didn't get fully tested I'm guessing

#

Trigger Actions were a replacement for the hacky x (SendMail) precondition that scope creeped a bit

royal stump
#

oh, right, I think the reason it didn't come up is because the non-player location checks support Target
(testing to be sure)

craggy cape
#

i think im overwhelming myself

#

i just want the config options to be in this menu like the base game shops

hot gale
#

I would follow the formula for the others

lucid mulch
royal stump
#

"Condition": "LOCATION_NAME Target BusStop", is working in testing (with "Trigger": "LocationChanged",)

#

I think it's just the player-type ones that don't support here/target, though I'm not really familiar with what the context code looks like

lucid mulch
#

Ah I see

    this.Location = location ?? player?.currentLocation ?? Game1.currentLocation;

because it passes in neither location nor player its falling back to Game1.currentLocation which is correct at the time of triggering

golden basin
#

screeches

#

thank you

#

now to check that monster spawn thing

craggy cape
#

the only difference is the base shops have this layout (using willys shop in this example)

{
 "Changes": [
 
 //standard
 
 {
  "Action": "EditData",
  "Target": "Data/Shops",
  "TargetField": [
    "FishShop",
    "Items"
  ],
( ... )```
for the standard/hardmode respectively.
golden basin
brave fable
#

(write ```json without a line/space between the backticks and json to get json formatting)

craggy cape
#

( thats what i did SDVpufferwaaah )

blissful panther
#

(Huh, weird, you actually... did.)

rancid musk
#

-# Extra space after json

craggy cape
#

-# screaming

blissful panther
#

...there is in fact a space after the json. SDVkrobusgiggle

vernal crest
golden basin
hot gale
#

Yeah the codeblock was done correctly lol I can see that too

#

Weird

golden basin
#

i want them to spawn and be there at night

craggy cape
#

anyways how would i format a modded shop to appear on the RSSI config menu. im beyond confused

#

if i just plop in the changes from the shops that do appear, it gives me errors.

#

like

{
 "Changes": [
 
 {
  "Action": "EditData",
  "Target": "Data/Shops",
  "TargetField": [
    "AriMarket",
    "Items"
  ],
( ... )```
vernal crest
golden basin
#

hmm okay no worries

brave fable
hot gale
ocean sailBOT
#

Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Pro, with 32 C# mods and 31 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

blissful panther
#

Yeah, not clearing the animals could be a bit problematic...

spring marlin
#

is it possible to make a mod that allows you to make an item that gives you a one time permenent buff(like +25 max health or +0.5 speed) upon consuming it without using C#(aka only using Content Patch, Json Assets, or some other framework mod i don't know about)

royal stump
#

you can do that with just Content Patcher and base game features, though it'd leave a permanent buff icon on the UI
(edit: thinking harder about this, you probably need SpaceCore to trigger it on food consumption)

hot gale
#

Use a transparent image for the buff icon 🤣

royal stump
#

yeah, you can make the icon itself invisible, but it's still there in the buff list and has highlight text, etc (last I tried)

craggy cape
#

i just want to make a compat patch for sunberry and RSSI. i want the sunberry shops to be configureable.

#

like how the base game shops are in RSSI

#

so how would i add it into a config menu ( probably not within RSSI's menu tho )

brave fable
#

what actually is RSSI?

craggy cape
#

realistic seasonal shop inventory

brave fable
#

repetitive stardew strain injury?

#

i see

craggy cape
#

it affects some modded shops and all base game shops

#

and i want it to affect the sunberry shoips

hot gale
#

The worst errors are ones you can't see 😭 my poor shop

craggy cape
#

ig i could just use the respective shop from basegame as a depenancy

#

like arismarket being pierres shop

brave fable
#

RSSI has a few thousand lines of JSON for each shop that wipes the original stock and adds some entirely new selective entries

craggy cape
#

by depedancy i mean. the "when" being base game shop

brave fable
#

it's extremely manual, not just a switch-flip to make things scarce/seasonal for any shop

craggy cape
#

i just stressed myself over code

#

its 3am lol i havent slept and cant think properly

brave fable
#

you'd probably have to handwrite a few thousand more to make something similar for a different mod's shop inventory

craggy cape
#

so. hm

#

if i have pierre set to hardmode, would that effect ari's shop or just leave it as standard

#

wait no thats obvious, leave it as standard

#

i didnt write the hardmode code for ari yet

brave fable
#

if ari's market uses the SeedShop entry in Data/Shops, then yes

craggy cape
#

ah.

#

hardmode just disables ari's market..

#

im gonna write the hardmode code later

#

i dont even play on hardmode lmfao

golden basin
vernal crest
golden basin
#

ill test it out

vernal crest
hot gale
#

The first shop in the content I linked, Zach's

#

Seasonal fruit should be displayed, at the very least

vernal crest
#

Which season?

hot gale
#

I just started a new save so spring

#

The shop worked previously. I added recipes for 2 BigCraftables and now it's empty. Logic says its the machines, but I dont see how they are different from the ones that worked

#

I added the SpiritInfuser and Distillery recipes

#

Zach's shop previously had the mead keg and barrel smoker recipes just fine

#

Perhaps its the conditions I used?

vernal crest
#

Try commenting the conditions out

hot gale
#

Good idea, just dawned on me it could be the Conditions

vernal crest
#

I don't see what about the conditions could be causing it, but in the absence of some obvious reason I always just start reducing the variables

hot gale
#

Right

vernal crest
#

Did you add the Cornucopia stuff since it last worked?

#

And/or SVE

hot gale
#

No, those worked before

#

Conditions commented, same issue

#

What the hell lol

vernal crest
#

Ok so it's just these two BCs that could have caused the difference

hot gale
#

Just gonna comment them completely

vernal crest
#

Lol I was just suggesting that xD

hot gale
#

I added a LOT to my mod since I last tested my shop, but hadnt touched it except for the new BC entries

#

Logically, it should've still worked prior to adding new BC's

#

Nope...

#

What in tarnation

#

Unless patch reload doesnt reload shops? But Im sure it does

vernal crest
#

Ok so something else broke it? Did you do any map changes? Any ID changes?

#

It does reload shops, yes, though you might have to close and reopen the shop if you kept it open the whole time.

hot gale
#

Welp

#

I guess this is a problem for tomorrow

#

Wish I had any sort of error lol

vernal crest
#

No changes to your NPC's name?

hot gale
#

Nope

vernal crest
#

(You should, not unique enough :P)

hot gale
#

It's my name 😭

vernal crest
#

I meant the internal ID!

hot gale
#

oh lol

brave fable
#

may i suggest Kayleighanne-Bryxynn for a more unique ID

vernal crest
#

No you may not GooseBonk

hot gale
#

Welp, idk

#

I'll tackle it tomorrow

#

This is super frustrating

#

Considering the other shop works fine

#

oh

#

May have found it

#

I forgot I had an entry in my distillery.json that added it to the shop as well

gray bear
#

i too forget where my some of my code lies sometimes PensiveButtPuffer

#

might i suggest moving that to the shop code to avoid further issue

hot gale
#

Yeah I removed it from the machine json

rigid musk
#

Does Spacecore allow for monster spawning with custom skins/drops like FTM ? (i.e. i just 'texture over' a dinosaur and it looks different while having that UI and can drop other items)

hot gale
#

Yes

#

Afaik

#

idk about drops, I do know you can reskin them

rigid musk
#

hah that would mean I don't need to use FTM

#

aka one less dependency aka success

brave fable
#

xnb mods, not even needing a modloader, then being the height of success

hot gale
#

No luck

#

UGH

rigid musk
#

i just meant that since im already using spacecore i dont have to use another thing aheem ahoo

#

XNB mods scare me

gray bear
#

i mean if less requirements is success than not requiring SMAPI is extra success SDVpuffersmart (pretty sure blueberry is joking and so am i lol)